Difference between revisions of "Copy Unit Data to Status Billboard"

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m (Talcall moved page 00133754 - 00133c94 to Copy Unit Data to Status Billboard: it copies unit data to status billboard)
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DUPLICATED : [[Store_units_small_in_battle_display_data]]
 
   
 
   
 
  00133754: 3c048015 lui r4,0x8015
 
  00133754: 3c048015 lui r4,0x8015
Line 338: Line 338:
 
  00133c90: 03e00008 jr r31
 
  00133c90: 03e00008 jr r31
 
  00133c94: 00000000 nop
 
  00133c94: 00000000 nop
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Latest revision as of 20:24, 20 April 2023

DUPLICATED : Store_units_small_in_battle_display_data

00133754: 3c048015 lui r4,0x8015
00133758: 8484d09a lh r4,-0x2f66(r4)
0013375c: 27bdffc8 addiu r29,r29,0xffc8
00133760: afbf0034 sw r31,0x0034(r29)
00133764: afb40030 sw r20,0x0030(r29)
00133768: afb3002c sw r19,0x002c(r29)
0013376c: afb20028 sw r18,0x0028(r29)
00133770: afb10024 sw r17,0x0024(r29)
00133774: 0c0602bf jal 0x00180afc			get unit data pointer for unit ID at 0x8014d09a
00133778: afb00020 sw r16,0x0020(r29)
0013377c: 0040a021 addu r20,r2,r0
00133780: 3c118015 lui r17,0x8015
00133784: 2631d0a0 addiu r17,r17,0xd0a0		billboard data?
00133788: 12800005 beq r20,r0,0x001337a0		branch if no unit data
0013378c: 00000000 nop
00133790: 3c058015 lui r5,0x8015
00133794: 24a5d05c addiu r5,r5,0xd05c			start of display data
00133798: 0c04cd62 jal 0x00133588			Store level,exp, HP/MP hardcoding, store CT
0013379c: 02802021 addu r4,r20,r0
001337a0: 3c048015 lui r4,0x8015
001337a4: 8484d08a lh r4,-0x2f76(r4)			get unit data pointer for unit ID at 0x808014d08a
001337a8: 0c0602bf jal 0x00180afc			Get Unit's Data Pointer - 0x801908cc
001337ac: 00000000 nop
001337b0: 0040a021 addu r20,r2,r0
001337b4: 1280012f beq r20,r0,0x00133c74		branch if no data
001337b8: 00000000 nop
001337bc: 3c058015 lui r5,0x8015
001337c0: 24a5d038 addiu r5,r5,0xd038			pre attack display
001337c4: 0c04cd62 jal 0x00133588			Store level,exp, HP/MP hardcoding, store CT
001337c8: 02802021 addu r4,r20,r0			r4 = battle data
001337cc: 92820003 lbu r2,0x0003(r20)			load job ID
001337d0: 3c018015 lui r1,0x8015
001337d4: a422d082 sh r2,-0x2f7e(r1)			store job ID 0x8014d082
001337d8: 92820024 lbu r2,0x0024(r20)			load brave
001337dc: 3c018015 lui r1,0x8015
001337e0: a422d084 sh r2,-0x2f7c(r1)			store brave 0x8014d084
001337e4: 92820026 lbu r2,0x0026(r20)			load faith
001337e8: 3c018015 lui r1,0x8015
001337ec: a422d086 sh r2,-0x2f7a(r1)			store faith 0x8014d086
001337f0: 96820008 lhu r2,0x0008(r20)			load birthday + zodiac
001337f4: 00000000 nop
001337f8: 00021302 srl r2,r2,0x0c			zodiac
001337fc: 3c018015 lui r1,0x8015
00133800: a422d088 sh r2,-0x2f78(r1)			store zodiac 0x8014d088
00133804: 9282003a lbu r2,0x003a(r20)			load move
00133808: 00000000 nop
0013380c: a6220000 sh r2,0x0000(r17)			store move to billboard
00133810: 92820038 lbu r2,0x0038(r20)			load speed
00133814: 3c018015 lui r1,0x8015
00133818: a422d0a2 sh r2,-0x2f5e(r1)			store speed 0x8014d0a2 (this is on the fucking billboard -)
0013381c: 9282003b lbu r2,0x003b(r20)			load jump
00133820: 3c018015 lui r1,0x8015
00133824: a422d0a4 sh r2,-0x2f5c(r1)			store jump 0x8014d0a4 (oh whatever. have fun or something.)
00133828: 9282003e lbu r2,0x003e(r20)			load weapon evade 1
0013382c: 3c018015 lui r1,0x8015
00133830: a422d0aa sh r2,-0x2f56(r1)			store W1-ev% 0x8014d0aa
00133834: 9282003f lbu r2,0x003f(r20)			load weapon evade 2
00133838: 3c018015 lui r1,0x8015
0013383c: a422d0ac sh r2,-0x2f54(r1)			store W2-ev% 0x8014d0ac
00133840: 9282003c lbu r2,0x003c(r20)			load WP 1
00133844: 3c018015 lui r1,0x8015
00133848: a422d0a6 sh r2,-0x2f5a(r1)			store WP 1 0x8014d0a6
0013384c: 9282003d lbu r2,0x003d(r20)			load WP 2
00133850: 3c018015 lui r1,0x8015
00133854: a422d0a8 sh r2,-0x2f58(r1)			store WP 2 0x8014d0a8
00133858: 92820036 lbu r2,0x0036(r20)			load PA
0013385c: 3c018015 lui r1,0x8015
00133860: a422d0b2 sh r2,-0x2f4e(r1)			store PA  0x8014d0b2
00133864: 92820043 lbu r2,0x0043(r20)			load c-ev%
00133868: 3c018015 lui r1,0x8015
0013386c: a422d0b4 sh r2,-0x2f4c(r1)			store c-ev% 0x8014d0b4
00133870: 92820041 lbu r2,0x0041(r20)			load right shield P-ev%
00133874: 3c018015 lui r1,0x8015
00133878: a422d0b6 sh r2,-0x2f4a(r1)			store PS-ev% 0x8014d0b6
0013387c: 92830041 lbu r3,0x0041(r20)			load RHP S-ev% again
00133880: 92820042 lbu r2,0x0042(r20)			load LHP S-ev%
00133884: 00000000 nop
00133888: 0043102b sltu r2,r2,r3			is it that hard to compare numbers and adapt accordingly? you gotta save em first and reload them?
0013388c: 14400004 bne r2,r0,0x001338a0		branch if left have shield has less ev%
00133890: 00000000 nop
00133894: 92820042 lbu r2,0x0042(r20)			load LHP S-ev%
00133898: 3c018015 lui r1,0x8015
0013389c: a422d0b6 sh r2,-0x2f4a(r1)			store PS-ev% 0x8014d0b6
001338a0: 92820040 lbu r2,0x0040(r20)			load A-ev%
001338a4: 3c018015 lui r1,0x8015
001338a8: a422d0b8 sh r2,-0x2f48(r1)			store A-ev% 0x8014d0b8
001338ac: 92820037 lbu r2,0x0037(r20)			load MA
001338b0: 3c018015 lui r1,0x8015
001338b4: a420d0be sh r0,-0x2f42(r1)			store 0 magic c-ev% 0x8014d0be
001338b8: 3c018015 lui r1,0x8015
001338bc: a422d0bc sh r2,-0x2f44(r1)			store MA 0x8014d0bc
001338c0: 92820045 lbu r2,0x0045(r20)			do magic ev% with shields as messily as before. I'm not notating that.
001338c4: 3c018015 lui r1,0x8015
001338c8: a422d0c0 sh r2,-0x2f40(r1)
001338cc: 92830045 lbu r3,0x0045(r20)
001338d0: 92820046 lbu r2,0x0046(r20)
001338d4: 00000000 nop
001338d8: 0043102b sltu r2,r2,r3
001338dc: 14400004 bne r2,r0,0x001338f0
001338e0: 34040004 ori r4,r0,0x0004			r4 = 4
001338e4: 92820046 lbu r2,0x0046(r20)
001338e8: 3c018015 lui r1,0x8015
001338ec: a422d0c0 sh r2,-0x2f40(r1)
001338f0: 92820044 lbu r2,0x0044(r20)			load accessory M-ev%
001338f4: 26230008 addiu r3,r17,0x0008			billboard + 8
001338f8: 3c018015 lui r1,0x8015
001338fc: a422d0c2 sh r2,-0x2f3e(r1)			store AM-ev% 0x8014d0c2
00133900: a4600024 sh r0,0x0024(r3)			store 0 (why...?)
00133904: 2484ffff addiu r4,r4,0xffff			- 1
00133908: 0481fffd bgez r4,0x00133900			do above 4 times? (clear WP 1, WP 2, Jump, Speed, move)
0013390c: 2463fffe addiu r3,r3,0xfffe			r3 - 2
00133910: 92820006 lbu r2,0x0006(r20)			load gender
00133914: 00000000 nop
00133918: 30420020 andi r2,r2,0x0020			check for monster
0013391c: 1440001e bne r2,r0,0x00133998		branch if not human (monsters cannot wear things.)
00133920: 340200ff ori r2,r0,0x00ff
00133924: 9283001d lbu r3,0x001d(r20)			load right hand weapon
00133928: 00000000 nop
0013392c: 10620004 beq r3,r2,0x00133940		branch if right hand weapon is actually shield
00133930: 00000000 nop
00133934: 9282001d lbu r2,0x001d(r20)			load RH weapon
00133938: 0804ce53 j 0x0013394c
0013393c: a6220024 sh r2,0x0024(r17)			store as RH equip
00133940: 9282001e lbu r2,0x001e(r20)			load right hand shield
00133944: 00000000 nop
00133948: a6220024 sh r2,0x0024(r17)			save right hand shield as RH equip
0013394c: 9283001f lbu r3,0x001f(r20)			load LH weapon
00133950: 340200ff ori r2,r0,0x00ff
00133954: 10620004 beq r3,r2,0x00133968		branch if left hand weapon is actually shield
00133958: 00000000 nop
0013395c: 9282001f lbu r2,0x001f(r20)			load LH weapon (so. fucking. redundant. this whole routine. it's like 3 times too long for what it does.)
00133960: 0804ce5d j 0x00133974
00133964: a6220026 sh r2,0x0026(r17)			store LH weapon
00133968: 92820020 lbu r2,0x0020(r20)			load LH shield
0013396c: 00000000 nop
00133970: a6220026 sh r2,0x0026(r17)			store LH shield
00133974: 9282001a lbu r2,0x001a(r20)			load helmet
00133978: 00000000 nop
0013397c: a6220028 sh r2,0x0028(r17)			store helmet
00133980: 9282001b lbu r2,0x001b(r20)			load chest
00133984: 00000000 nop
00133988: a622002a sh r2,0x002a(r17)			store chest
0013398c: 9282001c lbu r2,0x001c(r20)			load accessory
00133990: 00000000 nop
00133994: a622002c sh r2,0x002c(r17)			store accessory
00133998: 00002021 addu r4,r0,r0			Here if monster:
0013399c: 340600ff ori r6,r0,0x00ff			
001339a0: 2405ffff addiu r5,r0,0xffff			
001339a4: 02201821 addu r3,r17,r0			r3 = billboard
001339a8: 84620024 lh r2,0x0024(r3)			load equip
001339ac: 00000000 nop
001339b0: 10400003 beq r2,r0,0x001339c0		branch if null
001339b4: 00000000 nop
001339b8: 14460002 bne r2,r6,0x001339c4		branch if invalid
001339bc: 00000000 nop
001339c0: a4650024 sh r5,0x0024(r3)			store invalid weapon
001339c4: 24840001 addiu r4,r4,0x0001			loop 1
001339c8: 28820005 slti r2,r4,0x0005
001339cc: 1440fff6 bne r2,r0,0x001339a8		loop 5 times
001339d0: 24630002 addiu r3,r3,0x0002
001339d4: a620000e sh r0,0x000e(r17)			blank primary skillset
001339d8: 92820012 lbu r2,0x0012(r20)			load primary skillset
001339dc: 00000000 nop
001339e0: 24420050 addiu r2,r2,0x0050			skillset + 0x50
001339e4: 304200ff andi r2,r2,0x00ff			monster skillset, skillset - 0xB0. otherwise + 0x50
001339e8: 2c420030 sltiu r2,r2,0x0030			true if skillset is monster
001339ec: 10400002 beq r2,r0,0x001339f8		branch if skillset isn't a total error for some reason
001339f0: 34020001 ori r2,r0,0x0001			r2 = 1
001339f4: a622000e sh r2,0x000e(r17)			if skillset is erroneous, set primary skillset = attack
001339f8: 8622000e lh r2,0x000e(r17)			load primary skillset
001339fc: 00000000 nop
00133a00: 10400030 beq r2,r0,0x00133ac4		branch if skillset = 0 (human skillset)
00133a04: 00000000 nop					if monster skillset:
00133a08: 92840012 lbu r4,0x0012(r20)			load primary skillset
00133a0c: 0c01698e jal 0x0005a638			Store Skillset's Abilities
00133a10: 34050001 ori r5,r0,0x0001			check = ability (not RSM.)
00133a14: 00402821 addu r5,r2,r0			r5 = temporary ability list pointer
00133a18: 00002021 addu r4,r0,r0			r4 = 0
00133a1c: 02201821 addu r3,r17,r0			r3 = billboard
00133a20: 94a20000 lhu r2,0x0000(r5)			load first ability ID
00133a24: 24a50002 addiu r5,r5,0x0002			increase ability pointer by 1
00133a28: 24840001 addiu r4,r4,0x0001			increase counter by 1
00133a2c: a462002e sh r2,0x002e(r3)			store ability to copy of primary/secondary/R/S/M list on billboard (for monsters?)
00133a30: 28820005 slti r2,r4,0x0005			repeat 4 times
00133a34: 1440fffa bne r2,r0,0x00133a20		branch if not done yet
00133a38: 24630002 addiu r3,r3,0x0002			increase billboard count by 2
00133a3c: 3c028018 lui r2,0x8018
00133a40: 24422430 addiu r2,r2,0x2430			call routine 0x00182430 Monster Skill check prep
00133a44: 3c018017 lui r1,0x8017
00133a48: ac223ca8 sw r2,0x3ca8(r1)			store thread
00133a4c: 0c0533ad jal 0x0014ceb4			perform monster skill check prep, but be dumb about it
00133a50: 02802021 addu r4,r20,r0			r4 = unit data pointer
00133a54: 14400002 bne r2,r0,0x00133a60		branch if beast master nearby?
00133a58: 00002021 addu r4,r0,r0
00133a5c: a6200034 sh r0,0x0034(r17)			store no 4th monster ability
00133a60: 00008021 addu r16,r0,r0
00133a64: 02203021 addu r6,r17,r0			r6 = billboard
00133a68: 02202821 addu r5,r17,r0			r5 = also billboard
00133a6c: 84c2002e lh r2,0x002e(r6)			load first monster ability
00133a70: 00000000 nop
00133a74: 10400004 beq r2,r0,0x00133a88		branch if null/attack
00133a78: 00401821 addu r3,r2,r0			r3 = ability ID
00133a7c: a4a3002e sh r3,0x002e(r5)			store to billboard
00133a80: 24a50002 addiu r5,r5,0x0002			billboard + 2
00133a84: 24840001 addiu r4,r4,0x0001			error check counter? pointless?
00133a88: 26100001 addiu r16,r16,0x0001		counter + 1
00133a8c: 2a020005 slti r2,r16,0x0005			set if less than 5
00133a90: 1440fff6 bne r2,r0,0x00133a6c		loop 4 times
00133a94: 24c60002 addiu r6,r6,0x0002			r6 + 2
00133a98: 28820005 slti r2,r4,0x0005			set if total number of abilities was less than 5
00133a9c: 10400020 beq r2,r0,0x00133b20		branch if 5 or more loops (not... possible?)
00133aa0: 00041040 sll r2,r4,0x01			if < 5 loops: r2 = counter * 2
00133aa4: 00511821 addu r3,r2,r17			billboard + final saved ability ID * 2
00133aa8: a460002e sh r0,0x002e(r3)			store 0 in last looped ability ID slot
00133aac: 24840001 addiu r4,r4,0x0001			r4 + 1
00133ab0: 28820005 slti r2,r4,0x0005			set if less than 5
00133ab4: 1440fffc bne r2,r0,0x00133aa8		loop if so? (clear remaining monster abilities)
00133ab8: 24630002 addiu r3,r3,0x0002
00133abc: 0804cec9 j 0x00133b24
00133ac0: 00002021 addu r4,r0,r0			r4 = 0
00133ac4: 92820012 lbu r2,0x0012(r20)			here if human skillset:
00133ac8: 00000000 nop
00133acc: 14400004 bne r2,r0,0x00133ae0		branch if primary skillset != 0
00133ad0: a622002e sh r2,0x002e(r17)			store primary skillset
00133ad4: 340200fe ori r2,r0,0x00fe			r2 = fe
00133ad8: 3c018015 lui r1,0x8015
00133adc: a022d120 sb r2,-0x2ee0(r1)			store fe skillset 0x8014d120 if primary skillset is null
00133ae0: 92820013 lbu r2,0x0013(r20)			load secondary skillset
00133ae4: 00000000 nop
00133ae8: 14400004 bne r2,r0,0x00133afc		branch if secondary skillset
00133aec: a6220030 sh r2,0x0030(r17)
00133af0: 340200fe ori r2,r0,0x00fe
00133af4: 3c018015 lui r1,0x8015
00133af8: a022d135 sb r2,-0x2ecb(r1)			store fe skillset if secondary is null
00133afc: 96820014 lhu r2,0x0014(r20)			load reaction
00133b00: 00000000 nop
00133b04: a6220032 sh r2,0x0032(r17)			store reaction
00133b08: 96820016 lhu r2,0x0016(r20)			load support
00133b0c: 00000000 nop
00133b10: a6220034 sh r2,0x0034(r17)			store support
00133b14: 96820018 lhu r2,0x0018(r20)			load movement
00133b18: 00000000 nop
00133b1c: a6220036 sh r2,0x0036(r17)			store movement
00133b20: 00002021 addu r4,r0,r0			r4 = 0
00133b24: 02202821 addu r5,r17,r0			here if monster skills are sorted out
00133b28: 84a2002e lh r2,0x002e(r5)			load primary/secondary/R/S/M
00133b2c: 00000000 nop
00133b30: 14400003 bne r2,r0,0x00133b40		branch if not 0
00133b34: 00401821 addu r3,r2,r0
00133b38: 2462ffff addiu r2,r3,0xffff
00133b3c: a4a2002e sh r2,0x002e(r5)			store 0xffff skillset in billboard if 0
00133b40: 24840001 addiu r4,r4,0x0001			r4 + 1
00133b44: 28820005 slti r2,r4,0x0005			
00133b48: 1440fff7 bne r2,r0,0x00133b28		loop 4 times
00133b4c: 24a50002 addiu r5,r5,0x0002			billboard + 2
00133b50: 00008021 addu r16,r0,r0			r16 = 0
00133b54: 86230024 lh r3,0x0024(r17)			load right hand equip
00133b58: 2402ffff addiu r2,r0,0xffff
00133b5c: 10620008 beq r3,r2,0x00133b80		branch if RH weapon null
00133b60: a6200010 sh r0,0x0010(r17)			store 0 ?
00133b64: 86220026 lh r2,0x0026(r17)			load LH equip
00133b68: 00000000 nop
00133b6c: 00021027 nor r2,r0,r2			negate
00133b70: 2c420001 sltiu r2,r2,0x0001			set if equip is less than shield
00133b74: 00021023 subu r2,r0,r2			negate the negation. genius.
00133b78: 0804cee5 j 0x00133b94
00133b7c: 00628024 and r16,r3,r2			r16 = bit ANDed both equips? (0 if either is 0?)
00133b80: 86220026 lh r2,0x0026(r17)			load LH equip
00133b84: 00000000 nop
00133b88: 10430002 beq r2,r3,0x00133b94		branch if LH equip is null
00133b8c: 00000000 nop
00133b90: 00408021 addu r16,r2,r0			r16 = LH equip (0 if 0)
00133b94: 12000017 beq r16,r0,0x00133bf4		branch if either equip is 0
00133b98: 00000000 nop
00133b9c: 0c016a21 jal 0x0005a884			Get Item Data Pointer
00133ba0: 02002021 addu r4,r16,r0			r4 = Item ID of both equips ANDed?
00133ba4: 90420003 lbu r2,0x0003(r2)			load item type
00133ba8: 00000000 nop
00133bac: 30420080 andi r2,r2,0x0080			weapon?
00133bb0: 10400010 beq r2,r0,0x00133bf4		branch if not weapon
00133bb4: 001010c0 sll r2,r16,0x03			ID * 8
00133bb8: 3c018006 lui r1,0x8006
00133bbc: 00220821 addu r1,r1,r2
00133bc0: 90233ab9 lbu r3,0x3ab9(r1)			attack flags
00133bc4: 00000000 nop
00133bc8: 30620001 andi r2,r3,0x0001			forced 2 hands
00133bcc: 14400008 bne r2,r0,0x00133bf0		branch if forced 2 hands
00133bd0: 34020001 ori r2,r0,0x0001			:/
00133bd4: 92820091 lbu r2,0x0091(r20)			load supports 3
00133bd8: 00000000 nop
00133bdc: 30420002 andi r2,r2,0x0002			2 hands check
00133be0: 10400004 beq r2,r0,0x00133bf4		branch if not 2 hands available
00133be4: 30620004 andi r2,r3,0x0004			can be 2 handsed?
00133be8: 10400002 beq r2,r0,0x00133bf4		branch if cannot
00133bec: 34020001 ori r2,r0,0x0001			r2 = 1
00133bf0: a6220010 sh r2,0x0010(r17)			store 2 hands check
00133bf4: 3c108015 lui r16,0x8015			if either weapon is 0?
00133bf8: 2610d148 addiu r16,r16,0xd148		unit name
00133bfc: 0c04cd5a jal 0x00133568			lmao, I dunno, read it yourself 00133478 - 00133c14
00133c00: 02002021 addu r4,r16,r0			takes the unit's name as an input though :)
00133c04: 3c118015 lui r17,0x8015
00133c08: 2631d15c addiu r17,r17,0xd15c		job name initialising?
00133c0c: 0c04cd5a jal 0x00133568
00133c10: 02202021 addu r4,r17,r0
00133c14: 3c128015 lui r18,0x8015
00133c18: 2652d120 addiu r18,r18,0xd120		primary skillset initialisation?
00133c1c: 0c04cd5a jal 0x00133568
00133c20: 02402021 addu r4,r18,r0
00133c24: 3c138015 lui r19,0x8015
00133c28: 2673d134 addiu r19,r19,0xd134		secondary skillset initialisation?
00133c2c: 0c04cd5a jal 0x00133568
00133c30: 02602021 addu r4,r19,r0
00133c34: 02002021 addu r4,r16,r0			r4 = unit name pointer
00133c38: 2685012c addiu r5,r20,0x012c			r5 points to unit name in battle data
00133c3c: 0c052fd5 jal 0x0014bf54			copy r5 to r4
00133c40: 34060010 ori r6,r0,0x0010			r6 = 16 characters
00133c44: 02202021 addu r4,r17,r0			
00133c48: 2685013c addiu r5,r20,0x013c			r5 = unit job name
00133c4c: 0c052fd5 jal 0x0014bf54
00133c50: 34060010 ori r6,r0,0x0010			
00133c54: 02402021 addu r4,r18,r0
00133c58: 2685014c addiu r5,r20,0x014c			r5 = primary skillset name
00133c5c: 0c052fd5 jal 0x0014bf54
00133c60: 34060010 ori r6,r0,0x0010			r6 = 0x10 (even though only 8 bytes are read from here...?)
00133c64: 02602021 addu r4,r19,r0
00133c68: 26850154 addiu r5,r20,0x0154			r5 = secondary skillset
00133c6c: 0c052fd5 jal 0x0014bf54
00133c70: 34060010 ori r6,r0,0x0010			r6 = 0x10 (same oddity as above?)
00133c74: 8fbf0034 lw r31,0x0034(r29)
00133c78: 8fb40030 lw r20,0x0030(r29)
00133c7c: 8fb3002c lw r19,0x002c(r29)
00133c80: 8fb20028 lw r18,0x0028(r29)
00133c84: 8fb10024 lw r17,0x0024(r29)
00133c88: 8fb00020 lw r16,0x0020(r29)
00133c8c: 27bd0038 addiu r29,r29,0x0038
00133c90: 03e00008 jr r31
00133c94: 00000000 nop